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Ruin is boring and frustrating for both sides
For killers - hex gets cleansed if first minute or you get genrushed even with Ruin.
For survivors - makes already boring repairing gens much more annoying.
Just rework Ruin, make it like Huntress Lullaby, change totem models already and remove totem spawns in open places (Disturbed Ward sux).
Comments
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How would you change it to make it more like huntress lullaby? I figure you mean working with some kind of token system, but how would you implement it?
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Maybe add a 2nd objective of some kind, then we can look at Ruin.
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@LordGlint Ruin gets tokens for hook actions. Extremely weak in the beginning, broken at (5) tokens. Eg:
1-4 tokens - each token increases gen regression on good skill checks by 2%.
5 tokens - no great skill check succes zones
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Ya, I'm not a fan. I only run it when I don't have anything better on that killer. It's incredibly boring to see it game after game after game. It's a pleasant surprise to when a killer isn't running it.
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I don't like it, but it's almost mandatory to use it if you don't want to see two gens done before the first hook, specially with killers which have low map pressure.
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As a survivor, I don't really hate ruin. The matches end way too fast without it. Nobody gets a chance to do anything which is not fun. I prefer the long intense matches where you barely escape or die.
Regarding the totems spawns, they are not perfect and definitely can be improved. But hex totems are hex totem; they are supposed to be found. Even if they are changed to be well hidden, people will eventually learn all the possible locations.
In my opinion, if you manage to get your first hook before hex:ruin is cleansed, the perk has already done its purpose. It is your job to maintain the map pressure.
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I agree.
4 very good survivors are very difficult to beat unless you are playing nurse. If they decide to do their objective optimally, most killers can't really do much to stop them. But to be fair, getting a good team in solo queues is not very common.
Some maps have a lot of safe pallets (example: temple of purgation). What I don't see very often is killers trying to zone me towards dead zones, even in red ranks which make it even worse for them.
Most killers I go against also don't know when to drop a chase (or don't want to). Chasing a good survivor in a good position will make you lose all your map pressure. Playing killer involves a lot of decision making; mastering a specific killer power, and running tiles perfectly is not really enough to win against 4 very good survivors in a neutral map.
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